Like hoverboards, ground mounts can now also double jump, and initial jump height has been adjusted to compensate.

Improved the speed at which the client handles some data parsing.

The client will now handle ‘button hold’ events instantly, with “Hold to Continue” casting enabled. This prevents the client from missing button down inputs if the player is using abilities very rapidly.

Subtitles have been added to all in-game cinematics.

Finishing touches were put on the weapon and Coconut Monkey decor item for the PC Gamer contest.

“Hold to Continue” Casting Mode will now automatically try to cast your currently held ability when you stop moving. This triggers stationary abilities that were previously being blocked by movement.

A crash related to players being kicked from a group who were involved in matchmaking has been fixed and should no longer be an issue.

The Mentoring chain has been broken. Players can no longer mentor a group member that is currently mentoring someone else.

An issue with terrain flickering is now resolved.

The mouse wheel scroll now correctly triggers action bar abilities and items that it is key-bound to.

Repositioned various objects and NPCs so that they no longer display incorrectly in the world.

The Deceiver's Crimson Pauldrons and Swashbuckler's Overcoat were adjusted down to ‘Rare’ quality.

Wrathwraps were fixed to be equippable by the correct classes.

The visual display of the Truthbound Smartsword was fixed.

New dyes were added to the Pouch of Pristine Pigments (very rare dye bag).

Updated dye icons so they now reflect the color they will tint chosen equipment.

Dye collections now drop a greater variety of dyes when Players salvage them.

Text was updated for the Gladiator's Movement Stimulant to show that it only works in a PvP zone.

Steel Retainers were adjusted to be Medium instead of Heavy.

Greatswords were added to Merchant Lucius and Lady Saphis in Lightreach Mission.

Tooltips for Loot Bags were fixed to correctly indicate their type.

Faerybloom Medispray was removed from 'Meals and Ingredients' on Grimvault vendors.

The BrackWorks Titanium Boots were updated so that non-Medics may equip them.

Gadgets:

Fortitude now grants 133 Support Power as intended, up from 13.

Guiding Light now shows Caster and Secondary Target tooltips.

Rally now shows buff text on Secondary Targets.

Crowd Control Break Gadgets now have a 120s cooldown, up from 60s.

Guard was fixed so it gives the appropriate amount of armor and no longer gives Support Power.

Sidewinder no longer shows errors in its tooltip.

Guiding Light now states it restores health in the Caster and Secondary tooltip.

Endorphin Rush Debuff from Medispray potions now lasts 5 minutes.

Any remaining Glyphs in the game have been renamed to an equivalent Rune.

The Whispering Wind Blade was fixed to display as a psyblade.

The Protostar Platinum Pauldrons were fixed and now equip in the correct slot.

Randomized items were updated to roll better, and more varied, stat combinations.

The biggest changes:

Random stats on weapons now have a chance to roll Deflect (Warriors/Engineers/Stalkers only), Health, Assault Power, or Support Power.

Support Systems, Shields, and Implants now have a chance to roll any stat (except AP and SP).

Attachments now have a chance to roll any stat (except AP, SP, Shield Capacity, and Armor).

Heavy Armor no longer rolls Recovery.

Light Armor no longer rolls Tech, Deflect Critical, or Deflect.

All randomized stat rolls have been adjusted so that stats generate based on their relevance to the item slot. For example, Light Armor now has a much higher chance to roll Finesse, Moxie, or Insight than it does Brutality.

Classes

General

‘Banana Throw’ will now display a proper telegraph when cast.

Fixed an issue where many spells that restore Focus were not being displayed in the combat log

Class Resurrect spells should no longer show a buff icon.

Optimized the graphical performance of common Player abilities.

Fixed a number of spells and attacks that were missing impact audio.

Some spells will no longer damage the wrong area or have their telegraphs in the wrong spot.

Pushback Crowd Control state no longer ignored Interrupt Armor, and also has diminishing returns.

AMP Power resets when AMPs become invalid now.

Shield Reboot Time now has a minimum limit of 4 seconds. The tooltip has been updated in the character panel to reflect this.

Pets healing their owners should no longer put the owner into a PvP combat state.

Several AMPs have had their rarities adjusted to better coincide with their respective drop rates.

Using abilities will now dismount the player if being mounted is blocking successful ability use, when Hold to Continue Casting is enabled.

Fixed a bug with Hydroflux's Torrent Gadget reducing Armor instead of increasing it by 650.

Player Tether Objects have increased health.

Reduced the range of right-click unarmed attacks by 1 meter.

Intimidates and Taunts are no longer able to be defended against.

Holyward was updated to be non-class restrictive.

Adjusted the Focus costs on cleanse abilities, the following cleanse abilities will start at a base cost of 30 Focus and increase by 2 per tier:

Purify (Spellslinger)

Catharsis (Esper)

Antidote (Medic)

Adjusted the Focus costs on specific single target heals, the affected heals are listed below:

Astral Infusion (Spellslinger)

Regenerative Pulse (Spellslinger)

Runic Healing (Spellslinger)

Mending Banner (Esper)

Mirage (Esper)

Phantasmal Armor (Esper)

Barrier (Medic)

Triage (Medic)

Adjusted the Tier bonus cooldown reductions for clarity on the following spells:

Spellslinger

Flash Freeze

Dual Fire

Chill

Arcane Shock

Affinity

Warrior

Kick

Esper

Restraint

AMPs General

Several AMPs were fixed to use Spellslinger tooltips instead of Esper.

Engineer

General

Visuals should now always play on the last tick of a channeled spell (as long as the spell says to do so).

Rune Set - Tough Chassis: Fixed an issue where the buff would remain on a Players Bots if they unequip gear and lose the set bonus.

Abilities

Artillerybot

Barrage will once again actually cast.

Bruiserbot

Base

Taunt Duration is now 4 seconds, down from 8.

Diminsherbot

Fixed a bug that prevented the pull in from Tier 8 from happening.

Electrocute

Base

Range is now 20 meters, down from 25.

Width is now 2 meters, down from 3.

Now applies the first tick at the half second mark, and no longer at the start.

7.3 damage per level, up from 6.47.

23.03% Assault Power, up from 20.45%.

Minor Tier Bonus

2.56% Assault Power per tier, up from 2.16%.

Mortar Strike

Base

Now costs 50 Volatility, down from 60.

Range is now 25 meters, up from 17.5.

Outer: 14.99 damage per level, down from 16.27.

Outer: 47.36% Assault Power, down from 51.38%.

Inner: 29.77 damage per level, down from 32.29.

Inner: 94.02% Assault Power, down from 101.2%.

Particle Ejector

Base

Now applies first tick at the half second mark, and no longer at the start of the channel.

6.59 damage per level, up from 5.79.

20.82% Support Power, up from 18.25%.

Minor Tier Bonus

2.11% Support Power per tier, up from 1.8%.

Tier 8 Bonus

Armor Reduction is now 20%, down from 47.5%.

Duration is now 0.55s to slightly overlap tick time of the channel, down from 3s.

Shock Pulse

Fixed a bug in Tier 4 where some ticks of Electrocute or Particle Ejector would not build tokens.

Target Acquisition

Fixed a bug where the Tier 4 bonus would not fire if the target dies from Target Acquisition.

Volatile Injection

Fixed a bug where Players would lose Interrupt Armor, but not receive the shield restore on the Tier 8 bonus.

AMPs

Enmity

Threat Modifier is now 25%, down from 60%.

Unstable Volatility

Fixed the tooltip to show the correct amount of stacks.

Fixed an issue in which the damage would trigger on the fourth application and not the third.

Fixed an issue in which this would not apply on all foes hit, just the closest foe.

Keep it Moving

Learning “Keep it Moving” should no longer prevent “Keep on Truckin” from being learned, as well.

Esper

General

Fixed a number of spells that were set to interrupt casting and should not have been.

Abilities

Crush

Now reduces Magic Resist by 35%, instead of increasing magic damage taken by 35%.

Focus Mastery

Focus recovered reduced to 50 Focus, down from 147.

Incapacitate

Now reduces Magic Resist by 6%, instead of increasing magic damage taken by 6%.

Mental Boon

Fixed a bug that was preventing Healing Touch from Procing.

Pyrokinetic Flame

No longer procs B-I-N-G-O every tick.

Telekinetic Storm

No longer displays large squares on the ground.

Fixed an issue that was causing it to attach to pets even if a Player was in the targeting area.

Medic

General

Buffer no longer only gets applied to a single ally when healing multiple allies.

Abilities

Barrier

Fixed a bug where Barrier would not restore shields to an ally or the Medic with empty shields when using the Reboot AMP.

Calm

The Tier 4 Bonus now restores 12.27% Assault and Support Power Shield, rather than just 24.54% Support Power.

The buff granted from Tier 4 now properly shows a tooltip in the buff icon.

Fixed an issue where this was not trigging procs.

Collider

Fixed a bug where the Tier 8 bonus would build 2 actuators per use of the ability rather than 1. If the Medic uses both charges of the spell in succession, 2 Actuators will be built, rather than 4.

Discharge

Fixed an issue where the Tier 8 bonus would not always grant 2 stacks of Power Charge.

Fixed a bug where Discharge was generating an Actuator at 2 stacks of Power Charge rather than the intended 3.

Dual Shock

Fixed an issue where this was not trigging procs or daze.

Fixed a bug where “Dual Shock” was not playing audio appropriately.

Emission

Fixed a major bug where Tier 3 would cast Restrictor.

Fixed a bug where Emission was generating an Actuator at 2 stacks of Power Charge rather than the intended 3.

Extricate

Tier 8 now applies Buffer.

Magnetic Lockdown

Fixed a bug where “Magnetic Lockdown” was not triggering procs.

Nullifier

Fixed a major bug where the Tier 4 bonus was not being triggered by Tiers 5-8.

Paralytic Surge

Fixed a bug where the Tier 4 bonus was not being applied to enemies standing inside of Annihilation.

Fixed an issue where this was not trigging procs or daze.

Rejuvenator

Fixed a major bug where Tiers 1-8 were ticking half as much as they should. Additionally, fixed a bug where the Tier 8 bonus was not firing when the field expired.

Runic Healing

Fixed an issue where this ability would not highlight properly while under the effects of Spell Surge.

AMPs

Fixed a bug that was causing the below Esper AMPs to be removed by Catharsis:

Spectral Shield

Follow Through

The Power

Reckful

Hard to Hit

Iron Reflexes

Antigen Isolation

Now costs 3 power rather than the intended 4.

Attrition

This AMP has been re-designed and will now trigger every 2 minutes that the Medic remains in combat, restoring 200 Focus over 10s.

Concerted Effort

Fixed a bug where the Medic could interrupt their own spells to trigger this AMP.

Danger Zone

Fixed a bug where enemies could Deflect the debuff and an issue where the cooldown would be ignored.

Stay With Me

Fixed a bug where this was still increasing Assault Power by 30% rather than the intended 24%.

Fixed a bug where the AMP would constantly reapply when taking damage while below 30% health. Additionally, fixed an issue where the buff would sometimes not remove when the Medic's health rose above 30%.

Shield Protocol

This AMP now increases Shield Mitigation by 15% and restores 36% Assault and Support Power every 2 seconds. The duration has been reduced to 8 seconds, down from 10 seconds. The cooldown has been increased to 60 seconds, up from 30 seconds.

Spellslinger

General

Adjusted the behavior of the following abilities so Spell Surge no longer interrupts the cast.

Quick Draw

Wild Barrage

Rapid Fire

Runic Healing

Charged Shot

Vitality Burst

Sustain

Fixed an issue in which the Surged version of Charge 1 would not grants the proper cooldown time.

Spellslingers now have a tooltip that details exactly how much Spell Power they have, rather than needing to guess.

Abilities

Charged Shot

o ​Surge C1

No longer costs Spell Power.

Dual Fire

Base

Cooldown is now 6s, up from 5s.

Flame Burst

The buff will no longer trigger if Flame Burst is not on a Players Limited Action Set.

After firing off Flame Burst, the buff that makes Flame Burst available will be removed.

Healing Salve

Fixed an issue that prevented this ability from critically healing.

Base

Duration is now 12s, down from 20s

Phase Shift

Base

Cooldown is now 23s, up from 20s.

Increases Deflect by 50%, down from 70%.

Tier 4 Bonus

Reduces the cooldown by 3s, down from 5s.

Quick Draw

Fixed an issue where Quick Draw would not deal Surge Bonus damage if Spell Power went below 25%.

Regenerative Pulse

Base

Fixed an issue in which the first 5 tiers would ignore GCDs.

Cooldown is now 10s, down from 15s.

39.67 health per level, down from 49.

74.38% Support Power, down from 91.85%.

Minor Tier Bonus

5.81% Support Power per tier, up from 5.8%.

Surge Base

75 health per level, down from 84.33.

140.63% Support Power, down from 158.09%.

Surge Minor Tier Bonus

5.81% Support Power per tier, up from 5.8%.

Tier 8 Bonus

Internal cooldown of 30s, up from 0s.

Prevents Death for 2s regardless of the number of targets hit.

Spell Surge

While Spell Surged, Abilities that gain +Healing value as a surge bonus will now apply a Debuff that can refresh itself.

Debuff: Removes 6 Focus every 1s for 3s

Astral Infusion

Healing Salve

Healing Torrent

Regenerative Pulse

Runes of Protection

Voidspring

Debuff: Removes 4 Focus every 1s for 3s

Dual Fire

Runic Healing

Excluded from Debuff

Vitality Burst

Sustain

Sustain

Surge C1

No longer costs Spell Power.

Vitality Burst

BaseC1: 0s cooldown, down from 4.

C2: 4s cooldown, down from 6.

Surge C1

No longer costs Spell Power.

Void Pact

Void Pact duration can now be refreshed by other Void Pact casts.

Void Slip

Base

Cooldown is now 50s, up from 45s.

Voidspring

Fixed an issue that prevented this ability from critically healing.

AMPs

Burst Power

Can only trigger once every 6s, up from 1s.

Clarity

Can only trigger once every 6s, up from 1s.

Desperation

Focus restored per tick 50, down from 60.

Fixed an issue that allowed the AMP to apply more than once within 2 minutes.

Focus Stone

Can now only have one in Players inventory at a time.

Healing Aura

Heals for 11% Support Power, down from 31%.

Fixed an issue in which Sustain and Vitality Burst would trigger Healing Aura on the start of the charge.

Homeward Bound

The tooltip will now state the frequency in which the AMP effect can occur.

Preparation

Correctly shows the frequency in which Players can trigger the effect.

Fixed an issue where the cooldown reduction was not delayed properly after entering combat.

Fixed the tooltip so it properly shows the delay on receiving the effects of Preparation.

Readiness

Duration is now 3s, down from 6s.

Spell Armor

Duration is now 3s, down from 6s.

Stalker

General

Updated the Stealth buff to clarify that Movement Speed is only decreased in Nano Skin: Lethal and Evasive.

Rune Set: Predator - Fixed a bug where the Movement Speed buff would sometimes not be removed when leaving Stealth.

Fixed a LUA error that occurred when Stalkers used False Retreat.

Fixed a bug with the Fatal Wounds that was preventing multiple Stalkers from having 5 stacks active at a time on 1 target.

Fixed a bug with Cripple costing more Suit Power at Tier 2+ than is intended

Nano Skin now has a minor 1 second cooldown.

Abilities

Amplification Spike

Now properly shows its visual effects.

Frenzy

Fixed a bug where the Tier 8 bonus was not reducing Physical Resistance.

Fixed a bug with Frenzy showing an invalid buff icon.

Nano Skin: Agile

Fixed a bug that was preventing the Movement Speed bonus to not reapply when switching stances.

Nano Field

The Tier 4+ second press no longer requires 20 Suit Power before it can be used.

Preparation

No longer displays a ticking buff icon when channeling.

Reaver

Fixed a bug where Reaver was using an Intimidate instead of a Taunt.

Shred

Tier upgrade reduced to + 1% Assault Power per tier, down from 1.68% .

Tier 4 bonus now shows an ability runner while Stealthed.

Tier 4 upgrade reduced to 38% Armor Pierce, down from 60%.

Tier 8 upgrade reduced to 1 Suit Power per tick, down from 2.

Steadfast

Fixed a bug on Tier 3 that caused it to have a lower cooldown than intended.

Now increases Deflect Chance instead of being a forced action.

Reduced the base Deflect Chance to 35%, down from 60%.

Base Deflect Tier upgrade reduced to 2.5%, down from 5%.

Suit Power gained on Deflect increased to 20, up from 15.

Tactical Retreat

Assassin now properly activates when using Tactical Retreat.

Fixed a bug where Blind was not being removed by the Tier 4 bonus.

Whiplash

Tier upgrade reduced to + 1.5% Support Power per Tier, down from 2.5% .

Tier 8 upgrade reduced to 1 Suit Power per tick, down from 2.

AMPs

Riposte

Fixed a bug that was preventing this from procing.

Precision AMP

Fixed a bug with the “Precision AMP” breaking stealth if used with an ability that is not supposed to break damage (i.e. Phlebotomize).

Warrior

General

Rune Sets

oLingering Charge - Fixed a bug where the 2nd and 3rd set bonus would not trigger.

oReverberate - Fixed a bug where the second and third bonus would not trigger when using Plasma Wall.

Fixed a bug that was preventing Efficiency from triggering with Relentless Strikes and Menacing Strike.

Abilities

Bolstering Strike

Now properly deals technology damage.

Bulwark

Now has an increased Threat Generation buff during the Tank Stance, up from 25% to 100%.

Festering Blade

Reduced Snare to 8% per stack, down from 10%, and reduced duration to 5s, down from 6s.

Flash Bang

Now ignores GCD

Base:

Damage reduced to 7.22 per level, down from 9.4; and 11.4% Assault and Support Power, down from 14.825% .

oMinor Tier Bonus:

Reduced damage gains per Tier to 0.615% Assault and Support Power, down from 2.13%.

Getting knocked down by falling debris in Tanglemore Den in Celestion should no longer cause the Player to float around.

The egg nests were fixed for the quest 'Eager Egg Hunt.'

Explorer Faynar now displays his name in Celestion.

The Celestion challenge 'Firestorm Fighter' now displays the area it takes place, in the challenge log.

The AG5 Blitzbuster should no longer prevent solo Players from completing 'Listen Like Shadows'.

Made scavengers in Celestion hungrier so Grevitch the Gruesome's corpse will not stay around as long.

The N22 Devastator will no longer be affected by the Goop Canon.

Celestion Achievement, 'Lasers!' now advances when Players pull the Eldan constructs into the security beams.

The Work Order Board now correctly prompts Players to use it.

Torine Huntresses that are training in the Pool of Vitara will no longer hit each other

Crimson Badlands

The public event Aggregor the Dust Eater in Crimson Badlands will give the correct rewards upon completion.

Fixed, updated, and added audio for various spells, creatures, and encounters.

Crimson Augmentors now spawn less frequently.

Crimson Isle

Mondo Zax will no longer call the Player with information about the quest 'Scrap the Scrab, Mind the Mines' once it has been completed.

The public event 'Last Resistance' now has a proper level and difficulty.

The quest 'Fire and Brimstone' now properly display percentages in the quest tracker.

The Crimson Bonepickers are no longer friendly to Players.

Players will now get proper credit for every mine they disarm during the quest 'Mind the Mines, Scrap the Scrab'.

The quest 'Don't Anger the Zax' no longer shows up as uncategorized in the quest log.

Players will now get proper credit for every mine they disarm during the quest 'Mind the Mines, Scrap the Scrab'.

The Painting Target spell used for the quest 'Burning Waters' can no longer be cast while mounted. This is to prevent Players on hover boards from trivializing the quest objective.

Dreg in the Crimson Badlands now correctly drop loot and provide experience. These include Palehusk Marauders, Dreglords, Berserkers, Reavers, Cutters, Howlers, and Devils, Scarhide Scalpers, Butchers, Deadshots, and Exorcists, as well as the rare mobs Grinder and Bugwit.

Challenges located in the Crimson Badlands will now appear under the name Crimson Badlands in the Challenge window, instead of Crimson Isle.

Players who enter the Tumbling Caves in the Crimson Badlands will no longer be told they're about to be transported to Deradune.

Deradune

The Savannah Poachers no longer have extra chairs to leave out for their buddies.

The short objective text for the “Veggie Might” quest has been revised Fixed a bug where flamethrowers given in Exo-Lab 79 in Deradune were incorrectly giving the burn away visual to all creatures hit by the spell when a target died, and not to just the dead target.

The Burning debuff in the Metal Maw encounter now properly displays its damage value in the tooltip.

The Challenge ‘The Gooed, the Bad, and the Ugly’ will now display the proper item in Players inventory.

World Boss Achievements now check for Public Event completion instead of creature kill.

This should result in achievement credit for all Players with contribution in the Public Event.

Tamer Takesh can no longer be attacked outside Bloodfire Village.

Game Huntresses now give Players credit if they kill a vulcarrion or garr nearby.

The quest ability for 'Scent of Blood' is no longer usable while moving, and will wait until the cast time is complete before displaying the scent trail.

Scientists can now reach the datacube hidden in the cave in Hillscourge without assistance from an Explorer.

Deradune Achievement 'Impressive Hunter' will no longer double the count as it advances through the linked achievements.

Dusktail Harts will no longer sleep through the tagging process for the quest 'Conservation Efforts'.

Players will now only be prompted that they are leaving the area of the Metal Maw public event if the event is actually in progress.

Fixed an issue where Exile players would not get raid attunement credit for killing Metal Maw in Deradune.

You can now rally down to the appropriate level for all Shiphands using the UI when you first enter! When you're done with a Shiphand and want to reset it, the same Instance UI will allow you to reset them hassle-free.

Deep-Space Disappearance:

First Engineer Binson no longer appears at the end of the mission if he dies during the rescue operation.

Deep Space Exploration:

Had its spawning adjusted to allow for quicker gameplay. The group objectives have been rebalanced to be single-Player friendly as well.

Gauntlet:

The Dance Off mini game in has been made slightly easier.

Players can no longer end up trapped in the penalty box in the Faction Friction arena.

Creatures have grown stronger!

Outpost M13:

Novaburn plunderers no longer despawns when entering the cargo bay of the Steady Traveler.

Rare Logic:

The Rocket Barrage no longer fails when firing on targets at max range.

Space Madness:

The insanity hazard will no longer reactivate if Players die on the 'Survive Your Nightmares' objective.

Difficulty has been slightly lowered.

Dungeons

General

An issue was fixed with incorrect stats at the end of a dungeon.

All dungeons and raids now have a 100% chance to reward a money drop, up from 50% for boss kills.

All dungeon and raid money drops have been doubled in size.

All mini bosses will now also have a money drop in addition to their normal loot.

Fixed an issue where players who were grouped prior to entering a matchmaking dungeon could re-queue their dungeon group after completing the instance.

Fixed some edge cases where "Sync to Group" would not function properly when leaving a match made dungeon while already in a player created group.

Fixed an issue where low level players could sometimes use the "Go to Group" command to enter veteran dungeons.

Within dungeons, all group members will enter combat and remain in combat for the duration of the encounter. This will persist through disconnects, as well.

The final bosses in Stormtalon's Lair, Ruins of Kel Voreth, Skullcano Island, and Sanctuary of the Sword Maiden now all have a chance to drop Class AMPs on both normal and veteran difficulties.

Skullcano

Removed an unintended passageway that had allowed the main content to be bypassed.

Sanctuary of the Swordmaiden

Fixed, updated, and added audio for various spells, creatures, and encounters.

'Gold Medal: Sanctuary of the Swordmaiden (Normal)' is now in the correct category.

Deadringer Shallaos should once again correctly aggro after a reset.

Immoral Collusion will now MoO when interrupted.

Well of Life will no longer target pets.

Raids

General

An issue was fixed where role icons in raids wouldn't update.

Within raids, all group members will enter combat and remain in combat for the duration of the encounter. This will persist through disconnects, as well.

Genetic Archives

The Guardian Pyralos encounter will now reset properly if players leave the top of his tower.

Paths

General

Path missions in capital cities should now unlock properly.

Mining bot now self-destructs after being scanned.

Level-up rewards have been adjusted to fill in a gap at path level 11.

Fixed a world server crash resulting from invalid player paths.

Scientist

Updated “BIOLOGY: Corrupted Coterie” in Grimvault so all strain faction creatures (that are not pure strain) count for the mission.

Updated Grimhide Pumera to be under the strain faction.

An error caused by clicking a completed objective in certain Scientist missions was fixed.

Updated the 'BIOLOGY: Thundercall Pell' mission so that the Air Tome-Binder, Summoning Tome-Binder, Wind-Wail the Storm-Shaman, and Gravek the Swale-Striker are now scannable.

Scientist: Updated the mission 'BIOLOGY: Cuboar Rejects' to allow Cuboar Colossal and Cuboar Horror to be scannable for the mission.

Celestion:

The Water of Life bubbles are now easier to click on.

Augmented clones can now be scanned while they are dead.

Crimson Isle:

The Exo-Lab Scientist door can now only be opened when it is scanned with a scanbot.

Farside:

Removed Aspect of Water and Earth as required scan targets for 'SPECIMEN SURVEY: Elemental Life'.

Settler

Settlers can no longer summon amenities in Warplots, Battlegrounds, or Arenas.

Sleeping bags now only give the buff if the Player doesn't already have it.

Buff machines for non-travel buffs now no longer dismount the Player.

Crimson Isle:

Settler improvements now advance economy correctly

Galeras:

Civil Service now unlocks for Players arriving in Galeras via overland from Algoroc

Relocated the Illium Settler Depot so that it will no longer appear within a large Eldan fountain.

Skywatch Settler Payoff can now be accessed as intended.

Some spells that temporarily change your reputation with a faction will no longer change it to an incorrect value if you relog before the buff expires.

Taxi routes unlocked by Settlers will no longer erroneously appear as locked when purchasing a taxi ride.

Wilderrun improvements will now have the appropriate duration.

Soldier

First Strike Holdouts: Fixed an issue with the first strike targets where they would attack the Player.

Fixed issue where the transistors were stabilizing too soon for “DEMOLITION: Transistor Tampering” in Grimvault.

Fixed an issue that prevented soldier holdout status from being displayed when exiting the game out during the holdout and reconnecting.

Players are now able to use Bail Out within the Crimson Badlands.

Demolition: Updated mission targets in 'Taste of Their Own Medicine' so Players have to be closer to ignite the poison canisters.

RESCUE OP: Fixed an exploit that allowed the Players to get all the mission updates for 'Alien Abduction' upon saving one farmer or roan.

The cast bar for Weapon Lockers and Combat Supply Drops now gets interrupted on moving.

Algoroc:

SWAT: The weapon used during 'Caving In' is now able to target more than a single mob.

SWAT: Fixed an issue with the Player being unable to target an enemy within the area during 'Mastering the Magnetron'.

Algoroc: Soldier - SWAT: Fixed an issue where some creatures in Flaming Stumpkins were unable to be targeted by the mission.

Deradune:

Holdout: Fixed an issue where the boss was not despawning when the holdout 'Mercenary Madness' failed.

SWAT: Fixed an issue where the grenade for the SWAT, 'Monkeyshines', was not doing the proper damage.

SWAT: Fixed an issue with the weapon in 'Eldan EMP' not being able to target all mobs in the area.

Farside:

First Strike Holdout: Fixed an issue where the Squirg mounds were being attacked by their own type in the 'Burrowed Menace' mission.

Whitevale:

SWAT: Fixed an issue with the Swat weapon for mission 'Destabilization' being able to target any mob in the zone.

Economy

General

Redeeming C.R.E.D.D. in game is now done via a protected button.

Fixed an issue that caused certain vendors to sell out of basic items. Basic items such as bags, food, potions and white-quality no-stat items should never be sold out at basic vendors.

Removed extra line reporting money gains in chat logs.

Buyback price for items sold to a vendor will now be set at the moment of sale.

On the Commodities Exchange, there is now a 2% fee charged to place a Buy Order or a Buy Now Order based on the total cost of the order, with a minimum tax of 5 silver.

Money attached to mail can now be retrieved without a nearby mailbox.

Selling stacks of items now correctly sells the stack you clicked on instead of pulling the quantity from the first stack in your inventory.

The salvageable apparel items (Canvas Gloves, Silk Shoes, Whimfiber Hat, Manaweave Pants, and Starloom Shirt) will no longer grant Power Cores or Thread items, and drop less Cloth. However, Tailors now have a chance to earn bonus Cloth as well as Herbs.

Cancelling commodity, auction or C.R.E.D.D. listings must now be confirmed.

"Certain vendor purchase bags have had their levels and buy prices updated. In most cases, the level requirement and price has increased.

Merchant Salus in Illium now sells all levels of Bags, Food and Medishots."

Auction House/Commodity Exchange

The auction house was updated so that Players see a time range for when auctions expire.

The Commodity Exchange was fixed so that "Show Available Only" has the correct default state.

The 'current bid' window was restored to the auction house.

Imbuements

Sprinter:

Fixed an issue where only the base tier was granting additional sprint speed.

Stay or Go:

Fixed a bug where Tier 4 would not apply the Snare or Movement Speed buff.

Fixed a bug where Tiers 2-5 had a proc rate much lower than the intended 50%.

Fixed a bug where Tier 3 of this imbuement would not apply Snare to enemies.

Fixed a bug where Tier 1 of this Imbuement was granting more Armor than intended.

The deflect buff will now correctly apply if Players equip the item while at full shields.

The Condensed Shields special was fixed.

Fixed a bug where the final tier of the imbuement was granting the buff of Tier 1.

Fixed a bug where Tier 2 was incorrectly showing Knockback rather than Push in the combat floater.

Heavy Blow:

Slow it Down:

Sturdy:

Condensed Shields:

Calisthenics:

Back Off:

Runecrafting

Incorrect icons for Greater and Major runes were fixed.

The runecrafting list was updated to sort alphabetically, which should help organize rune sets.

Of the two Preservation Rune of Health (Life) items and recipes, one was converted to be a Preservation Rune of Grit instead.

Runes were updated to give full benefits instead of Primary, Secondary, or Tertiary.

Rune Sets:

Serenity:

Reduced the Focus heals from this set by 90%

Siphon Essence:

Reduced the Focus heals from this special by 50%

Reduced the chance for this to trigger to 10%, down from 20%. Reduced the Focus heals from this special by 80%

Reduced the Focus heals from this special by 90%

Fixed a bug where certain tiers were causing Players to heal 5 times more health than intended

Fixed a bug where the third rank was using the Rank 2 heal

Fixed a bug where the bonus was incorrectly granting the Shadow Guard buff rather than the Shadow Gorge attack

Fixed a bug where the Snare could stack. Reduced the opacity of the field telegraph by 75%

Fixed a bug where the third bonus was not increasing Bots' Support Power

Fixed a bug where the debuff would never be applied

Fixed a bug where the proc was not granting the correct amount of Armor

Increased the window to build Psi Points to 5s, up from 4s

Reduced Burden:

Focused Will:

Team Player:

Preservation:

Shadow Gorge:

Headwind:

Tough Chassis:

Technophile:

Protect Your Neck:

Synapse:

Tradeskills

General

Crafting just got a little bit more awesome thanks to a visual update to gear made by Tailors, Outfitters, and Armorers. A few armor pieces got model updates and all gear got a color update. This means some crafted armor will feature hard-to-find dye colors.

Daily quests that yield Eldan Data Fragments are now available to level 50 Players who have reached Expert level in a Tradeskill. Visit a trainer in Players faction's capital city to begin.

Fixed a potential bug which may have caused crafted items placed in a guild bank to lose their stats.

Prevented a mining exploit in the Wurm Tunnels.

Relic Nodes will now run away if they randomly unburrow while being harvested.

Fixed a bug that prevented discoverable areas and arrows from clearing upon learning a schematic.

The craft button now disables when you open a “chip picker,” and re-enables upon closing. This will help prevent accidental clicks.

The summary screen tooltip will now accurately represent the items you created with chip modifications.

A new layout for the tech trees “More Info” window has been created, which can display additional information.

When rapidly clicking the additives cursor, you will immediately have the estimate cleared.

Increased size of crafting targets for crafting catalysts.

The “Simple Craft” option will now respect if you had started a previous craft.

XP summary reporting will no longer be delayed by one craft.

Fixed an issue where a few cooking recipes were not properly teaching how to craft the recipe.

Fixed an issue where a few cooked foods had an error preventing them from appearing in the game.

Tradeskill based tracking options in the Mini Map Options menu are only enabled if the player has the corresponding gathering skill.

Tradeskill information panel descriptions have been fixed in cases where only a partial description was showing.

Adjusted Catalysts that were increasing discovery targets too greatly making it appear as if they were automatically unlocking discoveries in coordinate crafting. Also adjusted the discoverable areas on a few schematics that were not properly balanced for catalyst usage.

Crafting catalysts which allow the maximum bonus while crafting are again usable.

Fixed a bug that would allow successful crafting of a recipe when precisely landing on the edge of the target when using Cooking, Technologist, and Architect.

Fixed a bug that would prevent the base recipe from being crafted when landing on a locked recipe when using Cooking, Technologist, and Architect.

Fixed an issue where 'Epochos' AS-1 CS Main Combat Shield, and its prototype, 'Epochos' Prototype AS-1 CS were not able to be crafted.

A crafting bug was fixed that caused tradeskill results to overlap.

Harvesting while in an instance will no longer cause the server to crash.

Canceling crafting while the cast bar is visible will no longer lock up the crafting UI.

Crafting while mounting is no longer allowed.

Crafted items were updated to properly display their borders in bags and tooltips.

The large crafting window was adjusted so that it is no longer resizable.

A crafting bug was fixed that caused the success message to overlap with the variant list.

An animation was added to crafting that zooms in when an additive is selected.

The tech tree was updated so that swapping trees resets the scroll position to the top, useful when moving from large to small trees.

All Hybrid Power Cores should now have an item description.

Tradeskills now have their own tutorial tab.

Increased the rewards for "Materials for <Tradeskill>" quests for Armorers, Weaponsmiths, Outfitters, and Tailors so they're more in line with the quest requirements.

The tooltip for the Power Core Slot in the crafting screen should no longer mention Power Amps.